blueholme prentice rules 1 3 osr rpg
TRANSCRIPT
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F NT SY ROL PL YING G M
OR 3 R MORE PL Y RS
G
2AN UP
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PRENTICE RULES
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T LE OF CONTENTS
PART
1: INTRODUCTION... 1
PART 2: CHARACTERS 4
GENERATING A CHARACTER.. . 4
ABILITY SCORES... 4
RACE... ..... ........ ...... ... ....... ...... .... ........ .... ..... ........ ......... ...... ..... ...................... ... 5
CLASS....... ....... ... ...... ........ ...... ... ....... ...... .... ..... ...... ........... ................. .... ....... ... 7
ALIGNMENT...... 10
LANGUAGES.. ....
EQUIPMENT...
COINS..... ........ ... ...... ....... ...... .... ..... ........ ......... ...... ....... ... ...... ....... ..... ...............
PART 3: ADVENTURES 12
TIME, MOVEMENT, ENCUMBRANCE...... 12
LIGHT, DOORS, SECRET DOORS, TRAPS.. .... 13
PART 4: ENCOUNTERS 14
COMBAT, ARMOUR CLASS, ATTACK ROLLS 14
DAMAGE, MISSILE COMBAT 15
MELEE COMBAT... 16
POISON, BURNING OIL... 17
SPECIAL WEAPONS 18
SAVING THROWS 19
PART 5: SPELLS 20
SPELL CASTING, CLERIC SPELLS
MAGIC-USER SPELLS 22
PART 6: CREATURES 28
CREATURE ENTRIES 29
WANDERING MONSTERS 44
PART 7: SECRETS 46
TREASURE, LOOT, PLUNDER.............................................................................. 46
MAGIC ITEMS... 47
NON-PLAYER CHARACTERS.... ..... ........................ ..... .... ......... ...... ... ...... ........ ..... . 53
EXPERIENCE 54
THE FINE ART OF THE REFEREE 55
Product
Identity The following items are hereby identified as Product Identity, as def ined in the Open Game Licence version 1.0a Section 8, and are not Open
Content: All trademarks, registered trademarks, proper names, dialogue , plots, storylines, locations, adventurers , artwork, and trade dress. Elements that have
previously been designated as Open Content or Public Domain are not included inthis declaration.
Open Content: Except for material designated as Product Identity above, the game mechanics of this Dreamscape Design game product are Open Game Content,
as defined in the Open Game Licence version 1.0a Section l d . No portion of this work other than the material designated as Open Game Content may be
reproduced in any form without written permission.
BLUEHOLMETMPrenti ce Rules are published by Dreamscape Design under the Open Game Licence version 1.0a
2000 Wizards of the Coast, Inc. Dreamscape
Design, the Dreamscape Design logo, and Blueholme are trademarks of Dreamscape Design 2014 Dreamscape Design.
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In BLUEHOLMpM the players take on the roles
of characters in a fantasy universe where magic
really works, where monsters lurk deep in
underground lairs, and where adventurers risk
life and limb in the quest for fame and fortune. As
the game unfolds characters grow in experience,
wealth and authority by overcoming perils,
liberating treasure hoards and making powerful
friends or deadly enemies . The adventure can
be as long or as short as suits the participants,
an evening or a year or more .
BLUEHOLMpM does not use a game board or
game counters. All that is really needed to play
are these rules, some polyhedral dice, pencils
and paper; and - most importantly - your
imagination. To keep track of battles, miniature
figures can be used to represent characters and
monsters, coupled with printed cardboard floor
plans or terrain props.
PART : INTRODUCTION
Explains the concept of the
LU HOLM TM
fantasy roleplaying game.
PART : INTRODUCTION
P RT :
H R TERS
Illustrates character creation and advancement ,
alignment, equipment and the monetary system.
PART : SPELLS
Describes the different types of magic employed
by magic-users and clerics.
P RT 4: DVENTURES
Deals with time, movement, combat, and other
useful information.
PART 5: ENCOUNTERS
Rules for surprise, combat, healing and saving
throws.
PART 6: CREATURES
Contains descriptions of animals, monsters and
other races that populate the game world.
PART 7: SECRETS
Details treasure, magic items, experience, and
tips on games mastery for the referee.
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P RT : H R TERS
Dwarf
Dwarfs are an underground-dwelling race of
dour but sturdy warriors and craftsmen, expert
miners and stone carvers as a species. Although
short at 4 tall on average, they are very muscular
and weigh no less than humans. They tend to be
ruddy-complexioned but their hair and, in the
case of male dwarfs, luxurious beards can be of
any colour.
Dwarfs appreciate good workmanship and are
fond of gold and precious metals. Because their
normal realm is in mountains and underground,
they are consummate miners and workers of
stone. Dwarven masons command high wages,
when they can be found at all, and even the least
skilled has a great deal of general knowldege of
underground construction.
Classes
Most adventuring dwarfs are fighters.
Perception
Dwarfs can see up to 60 in the
dark. They will instinctively notice things like
slanting passages, new construction, traps,
shifting walls, and the like on a roll of 1-2 on 1d6.
Saving Throws Dwarfs are a tough race, and
they get a 2 bonus on all saving throws.
Elf
Elves are an ancient and long-lived race, making
their home in hidden cities or deep in wild
primeval forests, respectively. In spite of this
secretiveness about their lands, they roam the
world widely and often. They are delicate and
willowy in build with slanted almond-shaped
eyes and noticeably pointed ears. They are
slightly smaller than humans on average,
between 5 and
tall.
High elves are fair of skin, hair and eyes, while
wood elves are pale-skinned and dark-haired. All
are beardless.
Class
Elves may be fighters, magic-users, or
fighter/magic-users. The latter is an example of
multi-classing popular amongst elfin characters.
Hit Dice
Elves of all classes use 6-sided hit
dice.
Immunity Elves are immune to ghoulish
paralysis.
Perception Elves can see for up to 60 in the
dark. They instinctively notice secret doors they
pass on a 1-2 on 1d6, or 1-4 if actually searching.
Halfling
Halflings are small, normally only 3 tall, but they
are deceptively resilient. Halflings tend to be
ruddy-complexioned due to their love of the
outdoors, and are able to vanish instantly into the
undergrowth if they wish.
ccuracy Halflings are superbly accurate with
missiles, attacking at 1 to hit with all types of
ranged weapons.
Class Adventuring halflings are all fighters.
Hit Dice Halflings fighters use 6-sided dice.
Saving Throws
Halflings are deceptively
resilient, and get a 2 bonus on all saves.
Weapons Halflings treat light weapons as
normal and normal weapons as heavy. They
cannot use heavy weapons at all, nor long bows,
composite bows or heavy crossbows.
Human
There is nothing at all unusual about humans,
and they have no special traits. They vary wildly
in appearance. They may have blue, green or
brown eyes; their hair can be black, brown, red
or yellow; and their skin ranges from pale white
through all shades of gold and bronze to the
deepest black.
Class Humans can choose to be of any class
they wish; cleric, fighter, magic-user or thief.
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P RT : H R TERS
Chance of Learning Spells per Level
Level
Hit Dice
Spells Level
1
1d4 1 1 x
tst
2d4
2,501
2 x 1st
3
3d4 5,001 2 x 1st
+
1 x 2nd
Minimum denotes the fewest spells a magic
user will know for that level. Before the player
makes any of the d rolls for chance to learn ,
the referee will randomly choose this many
spells from the spell list for that level and inform
the player that his or her character already
knows these.
Example Let's look at the 1st level magic
user Catweazle.
The
referee has already
picked out the minimum number of 6 spells,
chosen randomly from the 1st level spell list.
He is a clever fellow, with an Intelligence of 15.
That means there is a 75 chance of his
understanding anyone of the remaining spells
and inscribing them in his book. Catweazle's
player gets out his trusty d and starts rolling.
By the time he gets to the end, he finds that
he succeeded for 6 spells out of the remaining
8
His Intelligence limits him to 10 spells,
however, so the referee chooses two of them
at random to delete from the list.
Chance to Learn
gives the percentage chance
of the magic-user being able to understand any
one particular spell the first time a new magic
book with a new level of spells is gained. Every
time a new level of spells is acquired, and after
the referee has picked the minimum spells, the
player should roll a d for each remaining spell
of that level; if the roll is equal to or less than the
chance listed, then that spell is written into the
character's magic book.
Maximum is the most spells a magic-user of a
given Intel ligence can enter into a magic book of
a particular level. If, af ter rolling d for each
spell, the player finds that the maximum has
been surpassed, the excess spells are struck
from the list, either randomly or as chosen by the
referee.
Creating New Spells
Magic-users can develop new and unique spells.
The referee and the player should agree
beforehand on the exact nature of the spell and
whether it is appropriate for its level. The process
takes 1 week and costing 2,000gp in materials
and equipment per spell level.
There is a
2
chance of successfully adding a
spell to a magic book, provided the Intel ligence
l imit for that spell level has not been reached, as
outlined above.
6
3
4
8
5
10
All
All
Maximum
per Level
65
95
85
50
4
30
2
75
Chance
to Learn
18 8
17 7
8-9 3
3-4 2
5-7
15-16 6
13-14 5
10-12 4
Intelligence Minimum
Score per Level
Limit to Spell Learning
Magic-user spells are written down in great
tomes known as magic books, each book
containing spells of one level. A magic-user is
not necessarily able to learn and transcribe all
spells of that level into a book. This is determined
by the magic-user's Intelligence score, as
detailed in the table below. A magic-user only
gets one chance to figure out each spell; if it is
not learned then, it will never be.
MAGIC USER
Characters that learn to understand and
manipulate arcane energies are magic-users.
Their spells depend on their own knowledge of
complex rituals , which are recorded in weighty
tomes. While they are rather fragile at low levels,
experienced magic-users are dreadful
opponents.
Magic-users are unable to
wear
any kind of
armour, and can only use daggers or staves as
weapons. A fighter/magic-user can wear armour,
but not while casting a spell.
8
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P RT
:
H R TERS
THIEF
Option: On long adventures away from the
characters home base, it can be difficult for
magic-users to replenish their spells. Once
per day, they can be studied by the magic
user to replenish the spells he cast. The latter
use will not erase the spell, but the magic-user
can only use scrolls to replenish the same
spells that he memorised from his magic
books before the start of the adventure.
Magic Scrolls
Magic books are far too large and cumbersome
to be carried on adventures and must be kept in
a safe place. However, all magic-users are able
to transcribe the essentials of a spell onto a
magic scroll. Creating a magic scroll takes 1
week of work per spell level , and costs 100gp in
materials per spell level. Thus, a 2nd level spell
would cost 200gp and take 2 weeks to transcribe
onto a scroll. Magic scrolls are read aloud,
casting the spell but erasing the magic words
from the scroll in the process.
Thief Skills
A 1st level thief s ability to hear noise and find
traps is similar to those of other characters , but
thieves roll on d and are able to improve as
they gain levels. All the other skills are unique to
the thief class . To succeed in these skills, the
number rolled on the d must be less than or
equal to the percentage given on the table
below. The BLUEHOLMETM Compleat Rules
include additional abilities for higher level
thieves, such as reading magical scrolls.
1d4
Hit Dice
1
Level
Only human characters may be thieves. Always
of neutral alignment, no sensible party trusts
them completely; but when men and magic fail it
is often up to the thief to bring home the plunder.
They have a plethora of special skil ls to aid them
in their pilfering, such as climbing what appear to
be sheer surfaces and the ability to disarm all
manner of traps.
Thieves may not wear mail or plate armour nor
carry shields, although they can handle any type
of weapon whether it be mundane or magical;
nor are they above stabbing an adversary in the
back while his attention is elsewhere.
Backstab: A thief is able to strike from behind
with deadly accuracy if he can get close to his
target without being noticed. The character must
make a normal attack with a +4 bonus to hit. If
the blow strikes home , the damage rolled is
multiplied by 2. This ability improves further at
higher levels .
2d4
3d4
1,201
2,401
Thief Level st nd 3rd
Hear Noise
35 40 45
Find Trap 20 25 30
Climb Smooth Surfaces
80 85 90
Hide in Shadows
10 15 20
Move Silentl y
20 25 30
Open Lock
15 20 25
Pick Pocket
20 25 30
Remove Trap
10 15 20
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P RT
H R TERS
MULTI CLASSED CHARACTERS
At the referee s discretion it is also possible for
characters to advance in two or more classes at
the same time as follows:
Hit Dice: Average of all classes e.g. a
fighter/thief would use d6.
Weapons: The character can use whichever is
best e.g. a fighter/magic-user can use all
weapon types.
Armour: Whichever is worst e.g. a cleric/thief is
limited to leather armour and no shield .
Class Specialties:
All e.g a magic-user/thief
can cast spells and use thief skills.
Saving Throws and Combat: The character
uses whichever are more favourable e.g. a
fighter/cleric would use the cleric table to save
vs. magic wands.
Experience: A multiclass character needs more
XP to advance in level. Add the total for all
classes so a 2nd level fighter/cleric/thief would
need 4 703 XP.
1
ALIGNMENT
A creature s general moral and personal
attitudes are represented by its alignment.
All alignments are open to fighters and magic
users. Thieves are always neutral. Clerics must
be good or evil never neutral. The referee will
penalise characters that act out of alignment
through loss of XP and in extreme cases a
forced alignment change.
Alignment Chart
LAWFUL LAWFUL
GOOD
EVIL
NEUTRAL
CHAOTIC CHAOTIC
GOOD
EVIL
Lawful good characters tell the truth keep their
word help the needy and uphold the law.
Lawful evil characters care about tradition
loyalty and order but not about freedom dignity
or life. They have no regard for those they hurt.
Neutral characters don t feel strongly one way or
the other but think only of their own benefit.
They will never align with law or chaos for its own
sake although they may for their own reasons.
Chaotic good characters follow their own moral
compass which may not agree with that of
society . They have little use for regulations.
Chaotic evil characters are hot-tempered
vicious arbitrarily violent brutal ruthless and
above all unpredictable.
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P RT : H R TERS
ost of Transportation NGU GES
The common tongue of the Realm is a language
spoken by all civilised beings. Demi-humans and
monster s may also speak the language of their
homeland or race. In addition, the various
alignments each have a spoken language.
EQUIPMENT
Before play, each pl ay er should roll 3d6 x 10 to
determine the number of gold pieces gp) his
character has avai lable to buy equipment from
the tables below. At the referee s discretion, the
characters may pool their wealth.
Item gp
Ox 20
Mule 20
Draft Horse 30
Light Horse 40
Medium Warhorse 100
Heavy Warhorse 200
Item gp
Saddle 25
Saddle Bags 10
Cart 100
Wagon 200
Raft 20
Small Boat 100
ost of Other Gear
ost of Weapons and rmour
Item
Light Weapon
Dagger
Short Sword
Normal Weapon
Hand Axe
Mace
Spear
Sword
War Hammer
5
Sling
gp
1
1
1
1
Item
Backpack
Small Sack
Large Sack
Wine Skin
Wine / quart
Rations / week
Iron Rations / wk.
Torches 6)
Lantern
Flask of Oil
Tinder Box
Rope 50 )
1
1
1
5
5
1
10
1
Pole 10 )
Hammer
Iron Spikes 12)
Mallet
Wooden Stakes 3)
Garlic
Wolfsbane
Mirror Steel)
Mirror Silver)
Holy Symbol Wood)
Holy Symbol Silver)
Vial of Holy Water
gp
1
2
1
2
1
5
10
5
15
25
25
Heavy Weapon
Battle Axe 7
Flail 8
Halberd 7
Lance 4
Morning Star 6
Pike 5
Pole Arm 7
Quarterstaff 2
Great Sword 15
rmour
Shield 10
Helmet 10
Leather Armour 15
Mail Armour 30
Plate A rmour 50
Horse Barding 150
w
Short Bow 25
Horse Bow 30
Long Bow 40
Composite Bow 50
Quiver arrows) 5
Arrows 20) 5
Silver Arrow 5
rossbow
Light Crossbow 15
Heavy Crossbow 25
Case quarrels) 5
Quarrels 30) 5
OINS
After purchasing equipment, anything left over is
kept in actual coinage by the character. Gold
pieces are the most common currency, but coins
are also made of copper, silver, electrum and
platinum. For convenience, 10 coins of any type
are assumed to weigh 1 pound. The relative
value of coins is given in the table below:
1pp = 5gp
19p = 2ep
1ep = 5sp
1sp
=
10cp
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PART
ADVENTURES
TIME
Time within the game worlds of BLUEHOLMETM
is generally measured in hours, days, weeks and
so forth, just like it is in the real world. However,
there are three special terms which are also
used within the rules. These are the turn the
com t turn and the round
Turn: A
normal turn lasts 10 minutes. It is
generally used to measure duration of effects
such as spells or potions, as well as relative
movement speeds.
Combat Turn:
Things happen quickly during
combat, and 10 minutes becomes an age.
Combat turns therefore measure a mere 100
seconds. When durations are given in turns,
whether normal turns or combat turns are used
depends on when the effect started. Spells cast
in combat, for example, measure their time to
expiration in combat turns.
Round: The round is mainly used in combat.
There are 10 rounds in one combat turn or 60 in
one normal turn), so each round represents 10
seconds in the game world.
MOVEMENT
There are three movement scales, as detai led
below. Normal movement rates are given in feet
per turn 10 minutes) and combat rates are noted
in feet per round 10 seconds). Characters
moving at exploring or walking speed need to
rest for 10 minutes every hour, or 1 turn in 6.
Running is normally only possible for short
periods, especially in armour or carrying a load;
characters would be well advised to lighten their
load if they wish to outpace pursuit. Outdoor
movement is counted in yards instead of feet.
Exploring
In a perilous Underworld environment everyone
generally moves more cautiously, exploring or
mapping as they go. Moving at half normal
speed allows characters to map their route and
keep an eye out for traps or ambushes.
Walking
In the outdoors or familiar places most people
normally walk twice as fast as when exploring.
This is the speed given for each listing in Part 6:
Creatures. A walk represents unhurried but
purposeful movement, not specifically looking for
traps or tracking a monster.
Running
Running speed is 3 times exploring speed. This
also applies for other modes of movement, such
as swimming or flying; creatures capable of such
can also put on short bursts of speed.
Sprinting
Characters generally don t walk during combat,
they sprint. Sprinting movement is used only in
combat, and is counted by the round, not per
turn. Part 6: Creatures lists sprinting speeds for
all creatures.
ENCUMBRANCE
Treasure, and coin in particular, is the main
reason for the encumbrance rules given here.
Most of the characters weaponry and equipment
will not slow them down unduly, but there is a
limit to how much loot they can carry. For the
sake of simplicity coins are all assumed to weigh
the same amount; 100 coins of any type weigh
about 1 pound.
Encumbrance rules determine how much a
character s armour and plunder slow him down.
Encumbrance comes in two parts: encumbrance
by armour and encumbrance by total weight.
Armour:
character wearing armour moves
more slowly than one wearing no armour.
Weight: Generally a character s weapons and a
backpack or sack of gear will weigh no more than
30 or 40 pounds and the character would be
considered unencumbered unless wearing
armour. Once carried weight exceeds 60
pounds, however, the character will be heavily
loaded.
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ARMOUR CLASS
Armour Class AC) represents how hard it is for
opponents to land a solid, damaging blow.
Monster AC can denote thick blubber, armoured
scales, protective clothing, or any number of less
mundane defences.
A character s AC is determined by the type of
armour he wears and whether he carries a shield
or wears a helment.
Magic items may also provide a bonus or penalty
to AC as explained in Part 7: Secrets. Note that
an item such as +1 armour actually adjusts AC
by 1 thus improving it. Similarly items such as
-1 cursed shields raise AC by 1 point, making it
worse than normal.
PART : ENCOUNTERS
COMBAT
Combat is played out in 10-second rounds,
which extends into 10-round 100-second)
combat turns if it goes on long enough.
Combat turns are not the same as the much
longer regular turns. Participants in a combat act
in order of Dexterity see below).
Surprise
When an encounter occurs, if one side is not
aware of their opponents, they are surprised on
a roll of 1-2 on 1d6.
Sometimes both sides are aware of their
opponents, sometimes neither is, and
sometimes only one side is.
If one side but not the other is surprised, those
aware of their opponents can act for one round
before their opponents can gather their wits.
Each surprised character or monster must roll
1d6, and on a result of 1 will drop any hand-held
items in shock. Picking up a dropped weapon or
readying another takes 1 round.
Armour
None
Shield
Helmet
Leather Armour
Mail Armour
Plate Armour
AC Modifier
-1
-1
-1
3
5
Dexterity
In every round, combatants act in order counting
down from highest Dexterity to the lowest. In
every round that follows, the combatants act in
the same order.
When a character s turn comes up in the
Dexterity sequence, that character performs his
entire round s worth of actions. Effects or actions
that take a certain number of rounds end just
before the same Dexterity count that they began
on.
If two or more combatants have the same
Dexterity score, they roll 1d6 and act in order of
highest to lowest.
ATTACK ROLLS
Melee and missile combat generally consists of
rolling to hit d20) and, if successful, rolling
damage
d6). The score needed to hit a target
depends on the attacking character s class level
or creature hit dice, and the target s armour
class.
The score is matched against the relevant
number on the tables on the following page. If
the score is equal to or greater than the number
given, the attack is successful; if it is lower, the
attack fails. If the attack is successful , attackers
deal damage to their target.
Characters above 3rd level have improved
attack rolls, and they will improve at differential
rates for different classes; this will be fully
explained in the BLUEHOLMpM Compleat
Rules.
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PART
4: ENCOUNTERS
CHARACTER ATTACK ROLL TABLE
Character Level AC9 ACa AC7 AC6 AC5 AC4 AC3 AC2 AC ACO AC
AC
o
1st-3rd
11
1
12
11
13
12
14
13
15
14
16
15
17
16
18
17
19
18
2
19
2
22
CREATURE ATTACK ROLL TABLE
Hit Dice AC9 ACa AC7 AC6 AC5 AC4 AC3 AC2 AC ACO AC AC
12 13 14 15 16 17 18 19 2 22
1 1 12 13 14 15 16 17 18 19 2
2 9 1 12 13 14 15 16 17 18 19 2
3 8 9 1 12 13 14 15 16 17 18 19
4 6 7 8 9 1 12 13 14 15 16 18
5 5 6 7 8 9 1 12 13 14 15 16
7
8
4 5 6 7 8 9 1 12 13 14 15
8 1 3 4 5 6 7 8 9 1 12 13 14
up
2 3 4 5 6 7 8 9 1 12 13
DAMAGE
All human-sized weapons deal 1d6 points of
damage . When an attack succeeds, the target
takes damage. Damage reduces the target s
current hit points by an equal amount. The type
of attack determines the amount of damage
dealt. Characters always deal 1d6 points of
damage with their weapons ; damage from
monster attacks varies and is listed individually
in Part 6: Creatures.
OPTION: Weapon Speed
Variable Damage
If the group desires , weapon types can be
differentiated by introducing weapon speed
and variable damage rules. Under this system,
light weapons may attack twice per round
once at the character s normal initiative and
again after everyone else has acted); medium
weapons attack as normal, and heavy
weapons can only strike every other round.
To offset this, light weapons do only 1d4
damage , medium weapons do 1d6, and heavy
weapons do 1d10 points.
All missiie weapons are considered medium
weapons under this system.
Hit Points
Hit points hp) represent a character s capacity
for soaking up damage. Whiie a creature has
positive hit points, it is wounded but still able to
fight and move normally. Once a creature s hp
are reduced to zero or less, it is dead. This is a
necessary abstraction to allow the game to flow
smoothly and quickly without getting bogged
down in the minutiae of wound effects.
Healing
There are numerous magical means of healing
damage. However, if characters have no
recourse to these, they must return to a safe
place not usually found underground) to
recover. Full rest and recuperation restores 1hp
per level per day.
MISSILE COMBAT
Missiies cannot be thrown or fired while
engaged . Most missile weapons can be fired
once per round. Light crossbows can shoot
every 2 rounds, heavy crossbows every 3
rounds.
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P RT
EN OUNTERS
MELEE COMBAT
When two opponents are within 10 of one
another and one of them declares an attack on
the other in that round, both are considered to be
engaged in melee combat. This has several
effects on the possible actions of the
combatants , as explained below. Spell casting is
not possible while en a ed in melee.
.....
Weapon Short Medium Long
Dagger
1-10 11-20 21-30
Hand Axe
1-10 11-20 21-30
Spear
1-10 11-20 21-30
Flask or Vial 1-10 11-30 31-50
Javelin 1-20 21-40 41-80
Short Bow
1-50 51-100 101-150
Horse Bow
1-60 61-120 121-180
Long Bow
1-70 71-140 141-210
Composite Bow
1-80 81-160 161-240
Sling
1-60 61-120 121-180
Light Crossbow
1-60 61-120 121-180
Heavy Crossbow 1-80 81-160 161-240
Missile Weapon Range Table
It is not advisable to fire missiles at characters
engaged in melee combat, because the attack is
as likely to strike friend as it is foe. If characters
insist on doing so regardless, the referee should
determine the actual recipient randomly from
everyone engaged with the intended target
including the target).
Note that ranges are measured in feet when
underground or indoors; they are measured in
yards in the open air where greater parabolic
arcs are possible.
This does not apply to areas of effect for attacks
such as breath weapons or some spells; areas
of effect are always given in feet. Although the
ranges for spells are also measured in yards
when employed outdoors, the area of effect
remains in feet. For example, a
ire all
may be
cast out to
240
feet in the Underworld or
240
yards in the wilderness, but its burst radius will
always be 20 feet.
Every missile weapon has a short, medium, and
long range. At short range the user gets a
bonus to hit, at long range a -1 penalty.
Partial Cover
Creatures completely hidden from view cannot
be targeted by missiles, nor can they launch any
themselves.
Partial cover also provides some benefit in the
form of a penalty to missile attacks against
that target. Partial cover can include arrow slits
or embrasures , windows or doorways,
woodland, and so forth. It is still possible to fire
or throw missiles from behind partial cover.
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PART
ENCOUNTERS
URNING OIL
A combatant who retreats at normal speed or
even turns and runs is SUbject to melee attacks
with a +2 bonus to hit from any combatants in
reach. These attacks are additional to their
normai attacks.
Oii thrown in this manner (and ignited) will cause
1d8 damage at the end of the first round and 2d8
at the end of the second; it burns out or is put out
by the third round.
A flask of oil can also be poured on the ground
to cover an area 5 in diameter. If lit, the oil burns
for 10 rounds combat turn) and deals 2d8
points of fire damage to each creature in the area
of effect.
Characters can use a flask of oil as a missiie
weapon with a range equivalent to a thrown
dagger or hand axe. Once the target is struck the
oil must be ignited, usually with some sort of
flaming missile like a torch or an arrow.
Because the thrower is not concerned with
penetrating armour or causing damage , the
target is treated as AC9. The 1d20 roll is
modified for the size of the target as follows for
the chance to hit with the oil flask and then to
ignite it, as shown on the following page.
+2
-1 +1
+2 +4
+1 +3
3
-1
+3 +5
ttack Modifier Ignite Modifier
6 to 2
2 to 4
4
to 7
7 to 12
Up to 6
12 to 20
Over 20
Target Size
POISON
If a character is poisoned, whether from a tainted
weapon , a venomous bite, or an ingested toxin,
he or she must make a saving throw vs. poison.
Ifthe save faiis, the poison takes effect at the end
of that round.
Note that any physical damage from the attack is
applied as normal. Poisoned weapons are rather
frowned upon in civilised society, and characters
should consider the consequences if they are
discovered to be using SU h
Parry
Instead of attacking, a combatant may choose to
use a weapon to parry an opponent s incoming
blow; this intention must be declared before the
attacker rolls to hit.
Parrying imposes a penalty on the attacker s
roll to hit. The parrying character loses all attacks
that round. If the attack roll exactly equals the
number needed to hit, the weapon used to parry
with wiil break and damage is dealt as normal.
Melee Weapon Weight
ight Weapons include daggers and short
swords.
Normal Weapons
include hand axes, maxes,
spears , swords and war hammers, as well as all
missile weapons.
eavy Weapons
include battle axes, flaiis,
halberds , iances , morning stars, pikes, pole
arms and great swords.
Subdual Damage
It is possible to deal non-lethal subdual damage
instead of normal damage. provided the
attacking character declares this before striking.
Only melee attacks can deal subdual damage .
Subdual damage is subtracted from hit points as
normal, but does not kill the victim. Instead, he
or she is rendered unconscious when hit points
reach zero or less. Recovery from subdual
damage is rapid, at the rate of 1hp per turn.
An intelligent creature like a dragon can be
cowed by characters that defeat it through
subdual damage, and it may agree to become
their unWilling slave for a time in exchange for its
life. However, such servitude is aiways fraught
with danger, for it relies on the character
maintaining his dominance over the subdued
creature , which will look for every opportunity to
escape or kiil its captors .
Round Closure
At the end of a melee round, any of the
combatants may decide to withdraw provided
there is space for them to withdraw into. Backing
up slowly has no effect on a character s abiiity to
defend, but there is usually no reason an
opponent can t follow at the same speed and
stay engaged with the withdrawing character.
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PART 5: SPELLS
SPELL CASTING
A spell is a one-t ime magical effect. Spells come
in two types: magical (cast by magic-users) and
clerical (cast by clerics). Magic-users select their
spells from a limited list of spells recorded in their
magic books, while clerics have access to the full
range of spells through their god.
Magic-users and clerics prepare their spells in
advance; whether by intensive study and
memorisation from a magic book or scroll, or
through devout prayers and meditation. Despite
these differences, when it comes to casting them
the spells are very much alike. Each spell entry
below is presented in the standard format below.
Spell Level
Each spell has its level; this is not the same as
caster level Caster level determines how many
spells of any given spell level can be cast by a
character, and it can alter the power of some
spells such as agicMissile
Spell Name:
The common name of the spell
this can and should, of course, vary from place
to place and temple to college.
Range:
Spells may be cast from afar, or they
may require that the caster touch the target; if the
target is unwilling, the caster must make an
attack roll to succeed in hi tt ing with the spell.
Even if a spell str ikes the intended target, spells
allow a saving throw vs. spell or staff.
Spel ls with a range of touch require the caster
to physically lay a hand on the subject, who must
be willing, unaware or helpless. Some spells can
only affect the caster, as denoted by a range
entry of caster .
Spell ranges are read in terms of feet when cast
indoors or underground, or yards when cast out
of doors. This does not alter the area of effect·
while a
Silence
spell can be centred at
distance of up to 180 feet in the Underworld, or
180 yards in the wilderness, it will still cover the
same 15' radius area indoors and out.
1
st
LEVEL CLERICAL SPELLS
8. Resist Cold
3. Detect Magic
uration
Some spells have a permanent
duration, such as Purify Food
and
Drink This
does not mean that the victuals can never spoil
or be poisoned again later. For spells cast during
combat (al though not while engaged in melee),
duration is in 100-second combat turns. Spells
cast outside combat are counted in normal 10
minute turns, and their duration will not be
altered if combat occurs or ends after casting.
The caster can cancel the spell any time before
its duration is up, or it may be dispelled using
Dispel
agic (a 3rd level spell, see
BLUEHOLMETM Compleat Rules).
CLERICAL SPELLS
Clerics gain their spells from a divine source.
They are writ ten down in great holy texts similar
to magic books, but need not be learned. Spells
are selected anew between adventures each
time, choosing any spell from the levels
available. A faithful cleric need simply worship
for an hour a day to replenish his spells, but he
cannot change his chosen spells during an
adventure. He must worship at a temple or other
repository of sacred texts in order to access the
full choice of clerical spells available for each
level. Clerics that lose their faith, by acting
outside their alignment or otherwise offending
their god, also lose the ability to cast spells,
including any not yet used.
4 ight
Reversed
Spells
Some spells cast by evil clerics are
reversed
that is, they have the opposite effect of the
normal version of the spell. Clerics have access
to only one type or the other; evil c lerics cast only
the reversed versions, good clerics cast only the
normal version. Reversible spel ls are writ ten in
italics
in the lists below.
1 Cure ightWounds 5. Protection From Evil
2 Detect Evil 6 Purify Food
&
Water
7 Remove Fear
Duration:ange:
Description
Spell Name
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Cure Light Wounds Cause Light Wounds
Range: Touch Duration: Permanent
When a good cleric lays a hand upon a living,
wounded character, he or she cures 1d6+1
points of damage.
When casting the reverse spell, Cause
Light
Wounds
an evil cleric deals 1d6+ 1 points of
damage to the victim instead. The victim must
unaware, helpless, running away or otherwise
unable to engage the caster in melee.
Neither version will work on the undead.
Detect vil Detect Good
Range: 120 Duration: 6 turns
A good cleric can sense the presence of evil
objects, and intentions or thoughts of any
creature in range. The spell also gives some idea
of the degree of evil, and possibly whether it is
lawful or chaotic. An evil cleric can cast
Detect
Good in the same manner.
PART 5: SPELLS
Detect Magic
Range: 60 Duration: 2 turns
The caster can detect magical auras about any
creature , object or location within the range limit
of the spell. The spell does not divulge any
information about the nature of the magic, such
as strength, caster level, spell level, alignment if
any) or whether it is magical, clerical, or
something else altogether.
There is no visible effect, magical items within
range do not glow, and only the caster is granted
the knowledge revealed by the spell.
Light Darkness
Range: 120 Duration: 2 turns/level
The good version of this spell causes an object
to glow like a torch, shedding bright light in a 15
radius from any point in range. It is not equivalent
to daylight. The effect is immobile, but it can be
cast on a movable object.
Light
cannot be
switched off without cancelling the spell, but a
light-casting object can be covered or hooded to
conceal its glow.
The evil reversed spell causes an object or point
to radiate utter
Darkness
out to a 50 radius.
Normal lights torches, candles, lanterns, and so
forth) are incapable of brightening the area, and
even creatures with infravision are unable to see.
A
Darkness enspelled
object can be covered to
hide the emanation.
Darkness dispels Light spells, and vice versa.
Protection from
vil
Good
Range: Caster Duration: 6 turns
Protection from Evil
creates an invisible barrier
that moves with the cleric and provides a
bonus to both saving throws and armour class
against attacks made or effects created by evil
creatures. This spell wards the caster from
attacks by summoned creatures such as djinni
or hell hounds), as well as anyone of evil
alignment. These benefits are in addition to any
bonuses gained from magical items.
The reverse of this spell,
Protection from Good
protects the caster from good-aligned as well as
summoned creatures in exactly the same
manner when cast by an evil cleric.
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PART : SPELLS
Purify Contaminate Food and Water
Range: 10 Duration: Permanent
This spell makes 12 servings of spoiled,
poisoned, or otherwise contaminated food and
water suitable for eating and drinking. It affects
per casting.
Purified
victuals are perfectly normal
in every way, and will spoil again if left too long.
They may also be poisoned again after
purification.
Dispel Magic
will not affect
Purified
or
Contaminated
comestibles.
The reversed version of the spell spoils the same
amount of edible food and potable water.
Magically contaminated food and water can be
made edible and potable again through
Purify
Food and Water
Remove Fear I
nfli t
Fear
Range: Touch Duration: See below
A good cleric instils courage in the subject. If the
subject is under the influence of a fear effect
when receiving the spell, he can make another
saving throw at a bonus equal to the caster s
level.
The evil reverse of this spell causes the affected
creature to panic and flee from the caster for 6
turns. It cannot be cast while the cleric is
engaged in melee combat.
Remove Fear
counters and dispels
Inflict Fear
and vice versa.
Resist Cold
Range: 30 Duration: 6 turns
This spell grants one creature limited protection
from cold. The subject gains a +2 bonus to any
saving throws against cold attacks, and is able to
shrug off freezing temperatures.
MAGIC USER SPELLS
Magic-users are able to commit to memory and
cast a certain number of spells per day, as
determined by their level see the magic-user
entry under Part 2: Characters). They must
choose which spells to memorise every day, and
only those may be cast during that day. It is
possible to memorise the same spell multiple
times if the caster has enough spells per day
available of that level. For example, a 2nd level
magic-user could memorise two uses of Magic
Missile
if so desired, or choose two different 1st
level spells instead.
Once a particular spell is cast, it cannot be used
again until the magic-user returns to the magic
book and re-memorises it. In any event, the spell
cannot be regained until the following day, even
if the magic-user has the books to hand; a period
of rest, meditation or sleep is required in order to
clear the mind before attempting to study the
grimoires again.
Magic Books
Every magic-user owns one or more magic
books, one per spell level, in which all the spells
he or she knows are recorded. The maximum
number of spells learned for each level is limited
by Intelligence see Part 2: Characters) . New
spells can be developed to add to these magic
books, as long as that limit is not exceeded.
To record a spell, the magic-user uses complex
notation that describes the magical forces
involved in the spell, inscribed with exotic inks
and other peculiar ingredients. Much of the
cypher is not really necessary, serving only to
obfuscate so that another character s magical
script remains incomprehensible to anyone else
without the
Read Magic
spell.
Once a character deciphers a particular piece of
magical writing, he can read it normally at any
time thereafter , and will not need to cast
Read
Magic
for that individual script again.
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PART 5: SPELLS
16-17 Every 2 days
s t
LEVEL MAGIC BOOK
Range: 120 Duration: Special
Range: 60 Duration: 2 turns
Range: 120 Duration: 2 turns
Detect Magic
Range: 30 Duration: 1 turn / level
Dancing Lights
Enlarge
The spell affects either a single object or human
sized creature, including anything worn or
carried by said creature. The maximum volume
of an object to be
Enlarged
is limited to 12 cubic
feet per caster level. This spell causes instant
growth of an object or creature, doubling its size
and multiplying its weight by 4. Enlarged
creatures do double damage when they hit a
target. Their armour class, hit dice and hit points
remain unaffected.
The magic-user creates between 1 and 6 lights
that resemble torches or lanterns, and cast the
same amount of light. The exact number of lights
is chosen by the caster. The
ancing Lights
must stay within maximum spell range of the
caster, but otherwise move as he desires. He
must speak directions aloud, but no
concentration or direct line of sight is required.
The caster can detect magical auras about any
creature, object or location within range. The
spell does not divulge any information about the
nature of the magic. There is no visible effect,
and only the caster is aware of the magical aura
revealed.
8. Magic Missile
14. Ventriloquism
9. Protection from Evil
10. Read Languages
11. Read Magic
12. Shield
13. Sleep
7-9 Every 3 weeks
10-11 Every 2 weeks
12-15 Every week
Option: a magic-user can prepare scrolls for
any of the spells in his magic books as
detailed earlier under the class description in
Part 2: Characters, and use them as a sort of
travelling magic book to re-memorise his
daily allowance of spells whilst adventuring.
He can also use them as normal scrolls in an
emergency, although they will of course lose
their power afterwards.
18 Every day
4. Enlarge
6. Hold Portal
Magic Scrolls
Magic books are huge and weighty tomes;
scrolls offer a more portable alternative for
carrying on extended adventures. Spells may be
cast directly from a scroll, in which case the
magical writing fades away and the scroll loses
its power; they are single-use magic items.
Charm Person
5. Floating Disc
This spell makes a humanoid creature regard the
magic-user as its trusted friend and ally. It has
no effect on non-humanoid creatures or
humanoids much larger than human size, nor
does it affect the undead.
The spell places the
harmed Person
entirely
under the influence of the caster. The victim is
allowed to make repeated saving throws to throw
off the charm at intervals determined by its
Intelligence:
ntelligence Save
3-6 Every month
1. Charm Person
2. Dancing Lights
3. Detect Magic
7. Light
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PART SPELLS
Floating Disc
Range: 10 Duration: 6 turns
This spell creates a slightly concave , circuiar
plane of force that follows the caster about and
carries loads for him. The disk can hold up to
5,000 coins, or an equivalent load of up to 500
pounds in weight.
The
Floating isk
hovers at approximately waist
height at all times and remains leveL It floats
along horizontally, maintaining a constant
interval of 6 behind the caster. The disk winks
out of existence when the spell duration expires,
and whatever it was supporting falls to the
surface beneath it.
Magic Missile
Range: Special Duration: Permanent
This spell causes a bolt of magical energy to dart
forth from the caster s fingertip. For every two
caster levels, magic-users gain an additional
Magic Missile
Magic-users can fire 2
Magic
Missiles
at 4th-6th levei, 4 at 7th-9th level, and
so forth as detailed in the LU HOLM TM
Compleat Rules. MUltiple missiles may be
directed at the same target, or at different
targets. The
Magic Missile
strikes its target only
if the magic-user makes a successful ranged
attack roll against AC9 with a +5 bonus to hit,
dealing 1d6+1 points of damage. Inanimate
objects are not damaged by the spell. The
ranges are as given in the table below:
Hold Portal
Range: 10 Duration: 2d6 turns
Short
1-70
Medium
71-140
Long
141-210
This spell magically weids shut a door, gate,
window , shutter or similar access. Only breaking
through , or a
Knock
spell or a successful
ispel
Magic
spell can negate a
Hold Portal
spell.
The caster can freely open his or her own
Held
object without affecting the spell, as can any
magic-user at least 3 levels higher.
Protection ro Evil
Range: Caster Duration: 6 turns
This spell wards the caster from attacks by
summoned creatures such as djinni or hell
hounds) as well as those of evil alignment. The
barrier moves with the magic-user and provides
a + 1 bonus to saving throws and AC against
these creatures.
This spell causes an object to glow like a torch,
shedding bright light in a 15 radius from any
point in range. It is not equivalent to daylight. The
Light spell must be cast at a fixed point in space,
but it can be cast on a movabie object.
The spell Light dispels arknessand vice versa,
but a Light taken into an area of Darkness will
not illuminate it.
The caster can sense the direction but not
distance) of a well-known or clearly visualised
object. The spell can search for typical objects,
locating only the nearest if more than one is
within range. Attempting to find a specific item
requires a detailed and accurate mental image of
that item.
Light
Range: 120
Locate Object
Range: 30/level
Duration: 2 turns / level
Duration: 2 turns
Read Languages
Range: Caster Duration: 2 turns
This spell allows the caster to decipher any non
magical writing or inscription, such as books,
carvings or maps. Once the spell is cast and the
magic-user has read the inscription, he is
thereafter able to read that particular writing
without recourse to the use of
Read Languages
Read Magic
Range: Caster Duration: 2 turns
The caster can decipher magical inscriptions on
objects such as books, scrolls, weapons, and the
like, which would otherwise be unintelligible. This
does not normally invoke the magic contained in
the writing if any), although it may do so in the
case of a cursed scroll. Furthermore, once the
spell is cast and the magic-user has read the
magical inscription, he or she is thereafter able
to read that particular writing without further
recourse to the use of
Read Magic
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PART : SPELLS
Shield nd LEVEL MAGIC BOOK
Darkness
Range: 120 Duration: Permanent
A light equivalent to a torch springs forth from an
object within range, illuminating a 30 radius
circle. It is not equivalent to daylight. It can be
covered, but not smothered or quenched, nor is
it affected by
arkness
It will cast light forever,
unless dispelled.
Range: 120 Duration: 6 turns
This spell causes an object or point to radiate
total
arkness
out to a 50 radius. Normal lights
torches, candles, lanterns, and so forth) are
incapable of brightening the area, and even
creatures with infravision are unable to see. The
effect is immobile, but it can be cast on a
movable object, in which case the
arkness
can
be temporarily smothered by covering the object.
arknessand Light spells can be used to dispel
one another.
10. Magic Lock
. Magic Mouth
12. Mirror Image
13. Phantasmal Image
14. Phantasmal Sound
15. Pyrotechnics
16. Ray of Clumsiness
17. Read Thoughts
18. Web
8. Levitate
6. Invisibility
Locate Object
3. Detect Evil
4. Detect Invisible
5. Dexterity
Continual Light
7. Knock
1. Continual Light
2. Darkness
4 or 4+ 1
2 or 2+ 2d6
3 or 3+ 1d6
Range: Caster Duration: 2 turns
Sleep
Ventriloquism
Range: 240 Duration: 4d4 turns
A
Sleep
spell causes a magical slumber to come
upon any creatures except undead of up to 4HD
as follows, with no saving throw:
Monster Hit Dice Number Affected
1 or 1
+
2d8
Shield creates an invisible barrier of force that
hovers around the caster, providing AC2 vs.
missiles and AC4 vs. all other attacks.
Range: 60 Duration: 2 turns
The caster can make a voice seem to issue from
someplace else, such as an object, another
creature, or even a different room.
Detect Evil
Range: 120 Duration: 6 turns
The magic-user can sense the presence of evil
objects, as well as evil intentions or thoughts of
any creature in range. The spell also gives some
idea of the degree of evil, and possibly whether
the source is lawful or chaotic.
Detect Invisible
Range:
1
level Duration: 6 turns
The magic-user can sense the location of any
invisible creatures and objects within range,
which increases with his or her level.
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PART SPELLS
Dexterity Knock
The character s Dexterity score is raised by an
amount determined by class as follows:
Range: 120 Duration: 2 turns / level
The humanoid subject of this spell becomes
paralysed and freezes in place. It is aware and
breathes normally but cannot take any actions,
even speech. A winged humanoid cannot flap its
wings and falls if flying when held. A swimmer
cannot swim and may drown.
Hold Person
has no effect on non-humanoid
creatures or humanoids much larger than human
size, nor does it affect the undead.
Range: 60 Duration: Special
Locate Object
Levitate
Range: 2 level Duration: 2 turns / level
Levitate allows the caster to float the subject up
and down at a movement rate of 30 per round.
The subject cannot be moved horizontally, but
the latter could potentially clamber along the face
of a cliff, for example, or push against a ceiling
and move laterally that way.
The Knock spell opens jammed, barred or
locked doors, gates, boxes and the like. It opens
secret doors, as well as trapped or trick-opening
chests without danger. It dispels
Hold Portal
spells and allows Magic Locks to be opened. In
the latter case the spell does not remove the
Magic Lock which will re-activate once the
object is closed again.
Range: 3 level Duration: 2 turns
The magic-user can sense the direction but not
distance) of a well-known or clearly visualised
object. The spell can search for typical objects,
locating only the nearest if more than one is
within range. Attempting to find a specific item
requires a detailed and accurate mental image.
d4
d6
d4
d4
Dexterity Increase
Fighter
Cleric
Class
Magic-user
Thief
Range: Touch
Hold Person
This spell causes
the Dexterity score
of the subject to
increase for the
duration of the
spell. The new
temporary score
provides all the
usual bonuses to
missile attack rolls
and any Dexterity
based rolls, but it
has no effect on a
thief s experience
bonus.
Invisibility
Range: 240 Duration: Permanent
The subject and all worn clothing and carried
equipment becomes Invisible vanishing from
sight even from infravision).
Dropping an item makes it reappear, picking it up
makes it invisible again. The spell ends only if
dispelled, or when the invisible subject wishes,
or if he or she attacks in any way.
Magic Lock
Range: 10 Duration: Permanent
A Magic Lock cast upon a door, chest, or portal
magically fastens it. The caster can freely
bypass this Magic Lock without affecting it, as
can any magic-user at least 3 levels higher;
otherwise, a door or object secured with this
spell can be opened only by breaking in or with
a successful ispel Magicor Knock spell.
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Magic Mouth
Range: Touch Duration: Permanent
This spell imbues the chosen object or creature
with an enchanted mouth that suddenly appears
and speaks its message whenever a specified
event occurs. If it were piaced upon a statue, the
mouth of the statue would move and appear to
speak.The message must be25 or fewer words.
The Magic Mouth spell functions whena specific
set of circumstances is fulfilled according to the
conditions set in the spell; such as any creature,
or a specific person, passing within 10 of the
Magic Mouth a particular time of day, a door is
touched, and so forth. Triggering the
Magic
Mouth does not end the speil. The Magic Mouth
will speak its message and fall silent until the
conditions are met once again.
Mirror Image
Range: Caster Duration: 6 turns
1d4 illusory, identical duplicates of the caster
pop into being, making it difficult for enemies to
know which target to attack. The illusionary
fabrications disappear when struck. The
figments mimic the magic-user s actions exactly.
Phantasmal Image
Range: 240 Duration: Special
This spell creates the visual illusion of an object,
creature, or force, as envisioned and controlled
by the caster. The
Phantasmal Image
does not
create sound, smell, texture, or temperature, but
victims successfully attacked by it will think they
took real damage and may die.
The Image will remain for as long as the magic
user concentrates, or until it is touched by
another creature. An ordinary attack will not
dispel it, but the image may be killed .
Phantasmal Sound
Range: 240 Duration: 2 turns
Phantasmal Sound
allows the magic-user to
create a volume of sound that rises, recedes,
approaches, or remains at a fixed place. The
caster chooses what type of sound is created
and how loud it is.
PART SPELLS
The voiume of sound created depends on the
caster s level. The spell can produce as much
noise as 2d4 normal humans at 2nd level, and
an additional volume equivalent to 2d4 persons
for every caster level thereafter.
The spell produces virtually any type of sound
within the volume limit. A horde of giant rats
running and squeaking is about the same
volume as eight humans running and shouting.
A roaring manticore, on the other hand, is equal
to the noise from sixteen humans.
Pyrotechnics
Range: 240 Duration: 6 turns
Pyrotechnics turns a fire into a burst of colourfui
fireworks or a cloud of choking smoke. The size
of the fire determines the impressiveness of the
Pyrotechnics
for example, a torch can produce
20 cubic feet of smoke.
The fire source is immediately extinguished at
the end of the spell.
Ray of Clumsiness
Range: 30 Duration: 1 turn / levei
A coruscating ray springs from the caster s hand.
The victim loses 4 points of Dexterity.
Read Thoughts
Range: 60 Duration: 12 turns
This spell allows the caster to detect and
understand the thoughts of any sapient creature
within range, regardless of language. A thin layer
of iead or more than 2 of stone will block the
spell completely.
Web
Range: 10 Duration: 48 turns
Web creates a many-layered mass of strong,
sticky strands. Creatures caught within a Web
become entangled among the tacky fibres.
Giants can break through in just 2 rounds, but a
normal man would take 2d4 turns.
The strands of a Web spell are flammabie, but
fire will aiso harm a trapped character. A magic
flaming sword can slash them away in 1 round.
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PART
CREATURES
This chapter contains a selection of beings
varied enough to take any referee s campaign
through BLUEHOLMpM Prentice Rules and
beyond. A note of caution; just because a
creature is included here does not mean it
should be unleashed on the player characters
without forethought The game is supposed to be
a challenge, but the referee must be careful not
to create situations which the characters cannot
hope to survive no matter how they try.
Adventure design should be guided, but not
dictated, by the wandering monster tables in Part
4: Encounters.
The monster listings are meant to represent the
average for their types; the referee can easily
adjust their might by making them weaker or
stronger to suit the party s level of experience; hit
dice, armour class, or damage can all be
adjusted up or down to suit. Of course, the
monster s treasure should be modified
Gaze ttack
Several creatures are able to use a magical gaze
attack, such as a medusa whose look can petrify.
Gaze attacks rely on catching the victim s eye, or
they will not work.
Most monsters with gaze attacks can be viewed
with impunity in a mirror, but if such a creature
sees its own reflection it is subject to its own
gaze attack.
Infravision
Elves, dwarfs and all non-human (and non
halfling) monsters in this chapter have
infravision. Infravision is the extraordinary ability
to see with no light source at all, out to a range
of 60 unless specified otherwise. Infravision is
just like normal vision, but is black and white
only. Creatures with infravision are subject to
gaze attacks in the dark as normal, while
humans and halflings would be immune.
reath Weapon
Some monsters are able to breathe fire or other
deleterious exhalations. These are treated as
ranged attacks, but they may be used even while
the monster is engaged in melee. No attack roll
is needed, all targets within the area of effect are
hit automatically. Targets still take half damage
even with a successful save vs. breath weapons.
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P RT
6:
RE TURES
Ant Great
Basilisk
Size: Normal Large Giant
AC: 5
HO:
1d8 2d8 4d8
Move:
40 50 60
XP:
10 20 75
Alignment:
Nil Nil Nil
Treasure:
8 0) 12 1) 14 2)
Attacks:
1 bite 1 bite 1 bite
Damage: 1d4 1d6 2d6
Great ants are among the hardiest and most
adaptable vermin. Any treasure will be found in
their nest, although individuals may be in the
process of carrying items there.
AC: 4 XP:
650
HO:
6d8+1
Alignment:
Neutral
Move: 15 Treasure:
15 0)
Attacks:
1 bite 1 gaze
Damage: 1 0 petrify
A basilisk is a reptilian monster that petrifies
living creatures with a mere gaze. They are not
natural creatures, being hatched through dark
and evil magic. A basilisk relies on its gaze
attack, biting only when opponents are close.
Unlike a cockatrice, the bite of a basilisk has no
petrifying effect.
Bat
Bandit
Type: Normal Giant
AC: 9 6
XP: 5 10
Attacks: 1 bite 1 bite
0 3
Neutral
15
1d8
Abilities:
Str-
1,
Con-
1
Attacks:
1 weapon
Damage:
AC: 9 XP:
Alignment: Neutral Neutral
Damage: 1 1
d4
HO: 1d8+1 Alignment:
HO:
1d2 1d8
Move:
Fly 30 Fly 50
Treasure: 0 0) 0 0)
Move: Treasure:
Berserker
Berserkers are fighters that succumb to a mad
bloodlust in battle, often unable to tell friend from
foe in their frenzy. They attack at +2 to hit vs.
humanoids.
Bats are carnivorous nocturnal flying mammals.
They locate creatures using sound, and are not
affected by darkness. Normal bats only attack if
goaded or controlled. Giant bats are not
amenable to being disturbed in their lair and are
liable to attack all interlopers.
Attacks:
1 weapon
Damage:
1d6
AC: 9 XP: 10
HO:
1d8
Alignment:
1LE : 2N : 1CE
Move: Treasure: 16 2)
Bandits are fighters. They usually have prisoners
for ransom, either with them or at the camp, 1 for
every 10 bandits. Equipment for the band varies:
40 melee weapons, leather, shields AC6)
25 missile weapon, melee weapon, AC7)
leather
25 light horse, melee weapons, leather, AC6)
shield
10 medium horse, melee weapons , AC4)
mail, shield
Every 30 bandits will be led by a 4th level fighter;
every 50 bandits will have an additional 5th or
6th level captain. Officers are medium horse with
barding equivalent to AC5 for their mounts.
Bands of 200 to 300 outlaws may have a cleric
and a magic-user among their number 25
each). Clerics will be 8th level. Magic-users will
be 10th level 1-4 on 1d6) or 11th level 5-6).
Hordes of more than 300 bandits will have a
cleric half the time, and always number a magic
user amongst them. Levels for these troops are
determined as for smaller bands.
High-level bandits are likely to have magic items;
the chance is equal to their level or less, rolled
on 1d20. Magic items for each class are:
Cleric:
Weapons and Armour
Fighter: Weapons and Armour, Swords
Magic user:
Rods/ StavesIWands, Rings, Other
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P RT
RE TURES
Djinni
AC: 5 XP:
350
HD:
7d8
Alignment:
Neutral
Move: 40, fly 80 Treasure: 0 (0)
Attacks:
2 fists or 1 whirlwind
Damage: 1d8 each or 2d6
Abilities:
Dex-z
Djinn are genies of the air. If trapped by some
powerful magic-user or cleric, they bargain and
offer treasure or favours in return for their lives.
Djinn create visual and aural illusions at will,
which live on independently unless touched.
They can conjure objects, but the harder they are
the faster they will fade away. Djinn can carry up
to 600 pounds in weight with ease, or up to 1,200
pounds for 3 turns walking or 1 turn flying, after
which it must rest for 1 turn.
A djinni overmatched in combat usually becomes
invisible, assumes gaseous form, or takes flight
and becomes a whirlwind. It takes 1 round to
change into or out of whirlwind form. The
whirlwind is 10 wide at the base, 20 wide at the
top and up to 30 tall. Creatures of 1HO or less
touched by the whirlwind will simply be tossed
aside and killed. More powerful victims will take
2d6 points of damage from the buffeting and
flying debris.
Dragon
Colour: White Black Brass Red
AC: 2 2 2 2
HD: 5-7d8 6-8d8 6-8d8 9-11d8
Move: ----------------
30 (fly 60) ----------------
Alignment:
2N:1CE 1N:1CE 1N:2CG 1N:2CE
Treasure: 20 (0) 20 (0) 20 (0) 20 (0)
Attacks: ---- 2 claws + 1 bite or 1 breath ----
Damage: -----
1d6 each + 4d6
or
special -----
The known varieties of dragon are many, only
four of which are presented here. The size of a
dragon relative to its age determines its gender
and hit dice:
Dragon Gender and Hit Dice
d8 Size Sex White Black Brass Red
1-2 Small F 5 HO 6 HO 6 HO 9 HO
3-6 Average M/F 6 HO 7 HO 7 HO 10 HO
7-8 Large M 7 HO 8 HO 8 HO 11 HO
Although goals and ideals vary among varieties,
all dragons are covetous and amass as much
treasure as they can. However, if the hoard is
randomly determined it should be reduced by
10 per age category below adult, and
increased by 10 per category above. For
example, a very old dragon would have a hoard
20 greater than that of an adult.
Doppelgangers are strange beings that are able
to take on the shapes of those they encounter.
In their natural form, doppelgangers strikes with
their powerful fists. Doppelgangers are immune
to harm and leep spells, and they save
against spells, staffs or wands at a bonus of +6.
Doppelgangers make excellent use of their
natural mimicry to stage ambushes, bait traps,
and infiltrate humanoid society. If one can
infiltrate a party by slaying one of its members
and taking his or her form, it will attack with
surprise when it is least expected, and preferably
when none of the other party members will
notice. They carry whatever treasure their last
victim had and may wear their armour and gear,
and they will use their weapons while incognito.
Doppelganger
AC:
5
HD:
4d8
Move: 3
Attacks:
2 fists
Abilities:
Str+1
XP:
Alignment:
Treasure:
Damage:
125
3N : 1CE
14 (varies)
1d6 each
A dragon attacks with its powerful claws and bite,
and can also use a breath weapon 3 times per
day. It prefers to fight on the wing until it has worn
down the enemy with ranged attacks. Dragons
are adept at sizing up the opposition and
eliminating the most dangerous foes first. If a
party seems to dangerous, a dragon will prefer
flight over valour.
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P RT
RE TURES
Gargoyle
AC: 5 XP:
125
HO:
4d8
Alignment:
1N : 1LE
Move:
20, fly 40
Treasure:
12 0)
Attacks:
4 claws
Damage:
1d4 each
With their craggy grey-green skin and demonic
visages , gargoyles often appear to be winged
stone statues. They can perch indefinitely
without moving and use this disguise to surprise
their prey , which includes almost anything that
passes by. They either remain still and then
attack suddenly when unsuspecting victims are
within reach , or dive without warning onto their
targets from lofty perches.
Gargoyles are not truly intelligent and they do not
speak, but they exhibit a great deal of cunning in
their aggression.
Gelatinous Cube
AC: 8 XP: 75
Ghoul
AC: 6 XP:
HO:
2d8
Alignment:
Move: 3 Treasure:
25
CE
11 0)
HO:
4d8
Alignment: Nil
Move: 5 Treasure:
0 3)
Attacks:
1 touch
Damage:
2d4+paralysis
The nearly transparent gelatinous cube travels
slowly along Underworld corridors and cave
floors, absorbing carrion, creatures, and trash.
Inorganic material remains trapped and visible
inside the cube s body. A typical gelatinous cube
is 10 on a side, though much larger specimens
are not unknown.
They are invulnerable to lightning, cold, and
most spells . A gelatinous cube attacks by
engulfing its prey. It secretes an anesthetising
slime, and a target touched by a cube must make
a saving throw or be paralysed. The cube can
automatically engulf a paralysed opponent,
causing 2d4 points of damage per round as it
digests its meal.
Attacks:
2 claws + 1 bite
Damage:
1d3 each + paralysis
Ghouls are foul, bestial creatures that feed on
the dead. They will not eat fresh meat, and only
feed on animals when they are desperate. They
try to attack with surprise whenever possible,
striking from behind tombstones or bursting from
shallow graves.
Those hit by a ghoul s bite or claw attack must
make a saving throw or be paralysed . Elves have
immunity to this paralysis. Victims are dragged
away to their lair if possible, to be stored for later
eating when their cadavers are ripe.
Ancient graveyards are often undermined with a
network of extensive tunnels dug by ghouls in
their grisly quest for dead flesh, which are strewn
with grave goods dropped in their scavenging.
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RT 6: CREATURES
Lizard Folk Manticore
AC: 7 XP: 25 AC: 4 XP: 350
HD: 2d8+1
Move: 30, swim 30
ttacks 1 weapon
lignment Neutral
Treasure: 13 2)
HD: 6d8+1 lignment 1N : 7LE
Move: 45, fly 60 Treasure: 17
ttacks 2 claws + 1 bite 1-6 spikes
Damage: 1d8 Damage: 1d6 each 1d6 each
AC: 8 XP: 125
Medusa
This monster is an abomination combin ing the
body of a great lion with reptilian wings and a
hideous parody of a human face. It launches
volleys of 1-6 spikes at a time from its tail before
closing in to engage in melee. The spikes are
ranged 90 short), 180 medium) , and 210 long).
All targets must be within 30 of each other. The
creature can launch only twenty-four spikes in
any 24-hour period.
A minotaur stands more than
7
tall from its
cloven hooves to the tips of its horns. It typically
begins a battle by charging at an opponent,
lowering its head to gore.
Belying their bovine appearance, they are
carnivorous with a fondness for humanoid flesh.
Minotaurs make their lairs in complex mazes.
Their innate cunning means they never lose their
way, and they unerringly track their prey.
1N : 3LE
12
275
C: 6 XP:
bilities Strength +1, Intelligence-1
ttacks 1 weapon 1 gore
HD: 6d8
lignment
Damage: 1d8 or 2d6
Move: 30 Treasure:
HD: 4d8 lignment 1N : 4LE
Move: 30 Treasure: 15 8)
ttacks 1 weapon or 1 bite or 1 gaze
Damage: 1d6 poison petrify
From the neck down, a medusa looks like a
normal human woman . She often wears
garments that enhance her figure but hide her
face and the asps she bears in place of hair. A
medusa can be viewed with impunity in a mirror,
but if she sees her reflection she is SUbject to her
own gaze attack . A medusa uses normai
weapons to attack those who avert their eyes or
survive her gaze , while her poisonous snakes
strike any opponents in reach.
Minotaur
Type: Wereshark Weretiger Werewolf
AC: 6 5
HD:
6d8 5d8
4d8
ttacks
1 bite 2 claws 1 bite 1 bite
Damage : 2d6 1d4 1d4,1d 0 2d4
Move: 30, swim 45 45 30
XP: 500 300 125
lignment
N N:CE 4 N
:LE 2
Treasure: 10 0) 13 0) 12 0)
Lycanthropes are humans who can transform
their bodies, resembling a powerful human/beast
hybrid of unnatural intelligence . Many
Iycanthropes are unable to fully control their
change between forms.
Lycanthropes can spread their curse with their
attacks ; any human character reduced to half hit
points or less by a lycanthrope will develop the
same affliction within 2d12 days. Only a Cure
Disease
spell cast during that incubation period
will save the character from this fate.
Only silver or magic weapons will harm a
lycanthrope . They are all violently averse to the
herb wolfsbane and will not approach it.
Lycanthrope
Type:
Werebear Wereboar Wererat
AC:
2
4 7
HD: 6d8
4d8 1 3d8
ttacks
2 claws 1 bite 1 gore 1 bite
Damage :
1d3,1d3,2d4
2d6
1d6
Move:
30 30 30
XP:
500 200 50
lignment
N
:CG 3:
N
:CG 4:
N
:LE 2:
Treasure:
0) 0) 13 0)
Lizard folk fight as unorganised individuals,
sometimes trying to force foes into the water
where they have the advantage. They mostly
see other creatures as food and hunt. set snares,
plan ambushes , and raid to capture them for
their larder. They domesticate and often train
and ride giant lizards.
8
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PART 6: CREATURES
arc Pegasus
AC:
9
HD:
ld8
Move: 30
Attacks: 1 weapon
Damage:
ld
XP:
Alignment:
Treasure:
10
IN : 9CE
13 (2)
AC:
6
XP: 20
HD: 2d8 Alignment:LG
Move: 60, fly 120 Treasure: 0 (0)
Attacks: 1 bite
1 kick
Damage
:l
d4 1d8
Large groups of orcs sometimes include other
humanoids amongst their number, either
enslaved or voluntarily along for a piece of the
loot and killing: for every 100
ores
there is a 20
chance of 1d6 ogres and a 10 chance of 1d4
trolls being with them.
Orcs are dazzled in bright sunlight and fight at a
-1 penalty under such conditions.
Otyugh
The pegasus is a magnificent winged horse that
can sometimes be trained to serve lawful good
characters.
Though highly prized as aerial steeds, pegasi
are wild. shy. and intelligent creatures not easily
tamed or trained to bit and bridle. They are
normally pure white or pure black, with
spectacular feathered wings.
Pike, Giant
These scavengers attack living creatures if
threatened, hungry or merely disturbed;
otherwise they remain hidden with only their
eyestalk protruding above the filth that
constitutes their lair. A typical otyugh has a
globular body 8 in diameter, much of which is
mouth.
Giant pike are fast, stealthy underwater
predators . They may attack humanoids in the
water if they are hungry. Normally solitary, giant
pikes are bred by nixies and deployed in schools
as guards and hunters.
AC: XP:
HD: 6d8
Alignment:
Move: 30 Treasure:
Attacks: 1 bite
+ 2 tentacies
Damage: 1d4
+
1d8 each
275
Neutral
(0)
AC: 6
HD: 2d8
Move: Swim 40
Attacks: 1 Bite
Damage:
ld8
XP: 20
Alignment:
Nil
Treasure: 0 (0)
An otyugh will slash and squeeze opponents
with its spiny tentacles, which are also used to
drag prey into its filthy maw. Anyone bitten by an
otyugh must save vs. poison or be exposed to
deadly bacteria. A Cure Disease spell will save
the victim if cast within 3 days.
Pixie
AC:
HD:
ld8
Move: 15, fly 45
Attacks: 1 weapon
Damage:
ld
XP:
Alignment:
Treasure:
13
2N :
lCG
19 (7)
Owl Bear
AC: 5 XP: 175
HD: 5d8
Alignment:
Neutral
Move: 30 Treasure: 12 (0)
Attacks: 1 bite
+
2 claws
1 bite
+
1 hug
Damage: 1d8 +
1d8 each
1d8
+
2d8
A fully grown owl bear can stand as tall as 8 and
weigh up to 1,500 pounds. Owl bears attack prey
on sight, always fighting to the death.
Owl bears that hit their opponent with both claws
in the same round will hold on and hug
automatically every round thereafter, attempting
to bite at the same time.
4
Pixies are reclusive air sprites. They fight their
opponents with diminutive weaponry, and their
aristocracy is composed of potent magic-users.
These forest-dwelling creatures are independent
and flighty. Pixies prefer ambushes and other
trickery over direct confrontation . They take full
advantage of their invisibility and limited flying
ability to harass and drive away opponents .
A pixie remains invisible even when it attacks.
This ability is constant, but the pixie can
suppress it at will and Detect Invisible spells will
work against them. Pixies can only remain
airborne for 3 turns (30 minutes) at a time before
they need to spend 1 turn resting.
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P RT
:
RE TURES
Yellow Mould
AC:
N/A
XP:
25+
HO:
2d8 per 10 sq.ft.
Alignment:
Nil
Move: Treasure: 0 (0)
Attacks: 1 touch
+
spores
Damage: 1d6
+
poison
Yel low mould is a deadly fungus that grows deep
in d nk and lightless places. On average the
cover approximately 10 square feet, a lthough
sometimes smaller and often much , much larger
colonies are encountered.
If disturbed, there is a 50 chance that a cloud
of poisonous spores bursts forth from this mould.
All within 10 of the mould must make a saving
throw vs. poison or die. Contact with the mould
does 1d6 damage to flesh and destroys wood
and leather, but has no effect on metal or stone.
Fire is the only thing that destroys yel low mould.
Zombie
AC: XP: 20
HO: 2d8 Alignment: Nil
Move: 15 Treasure:
Attacks: 1 claw 1 bite
Damage:
1d8 1d4
Zombies are corpses reanimated through d rk
and sinister magic. Because of their utter lack of
intelligence, the instructions given to a newly
created zombie must be very simple. hey have
poor ref lexes and can attack with only one fist or
one bite every round. Zombies are immune to
Charm, Sleep and Read Thoughts spells, but
they can be poisoned with salt.
WANDERING MONSTERS
Monsters living in the Underworld are not static
inhabitants, locked into one location. Characters
explor ing underground are liable to encounter
wandering monsters on a roll of 1 on a 1d6,
made by the referee every
turns or whenever
the party draws attention to itself through loud
noise, bright l ights or some other activity.
As long as the party is alert and there is a clear
l ine-of-sight, they will see or hear any creatures
coming from a distance of 120 . In cases where
things are less clear-cut, the referee can roll 2d6
x 10 to determine the distance of the encounter.
Wandering monster encounters should be
control led to some extent by the referee, even if
the random wandering monster tables below are
used. he level and power of the monsters
should be appropriate for the location, if not the
characters; if 1
st
level characters are blundering
about in a
rd
level Underworld adventure in spite
of the referee s best and heaviest hints , they m y
well run into more or tougher creatures than they
can handle. he tables contain the following
information:
1d12: Roll to determine the type of monster.
Monster: he type of monster encountered.
No :
This is the number appearing.
AC: Armour class of the monsters.
HO:
Hit dice rolled for hit points).
Attacks:
he
monsters attacks.
Damage: Damage per attack.
Move:
Movement (in feet or yards) / round.
Treasure: Treasure carried by each creature.
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PART : SECRETS
TREASURE LOOT AND PLUNDER
Every monster entry in Part 6: Creatures has a
treasure rating indicating how much treasure it
has in its lair (or, if given in parentheses, on its
person) . For some creatures the rating is 0,
meaning they have no treasure.
The tables found below are used to determine
the specific types and amounts. The values
given are averages; the referee should adjust
them up or down as suits his or her campaign.
Individual Treasure
Individual treasure is rolled for each monster in
an encounter. Roll on the table below, selecting
the row corresponding to the treasure number
given in parenthesis under the monster
description.
If a percentage is given this is the chance of a
monster carrying this item on its person, rolled
on d . Any magic items will be used by their
owners if appropriate.
INDIVIDUAL TREASURE TABLE
1d8 1d4
No cp sp ep
1 1d8 1d6 1d4
2
1d6 1d8 1d6
3
1d8 1d6
4 1d8 1d8
5 1d6
6
7
8
gp
1d4
1d6
pp Jewel
50 1d4
Magic
50 1d4 scrolls
40 1d4 potions
Treasure Hoards
Treasure hoards are only found in a lair. If a
hoard contains magic items that its owners can
use, they will do so; it may be an heirloom or a
sacred object which must be kept safe, or it may
be a useful magic weapon which is carried by the
most senior warrior.
The procedure is similar to that used for rolling
individual treasure. However, every type of item
is given a percentage chance, which must be
rolled first on d to determine whether it is
present in the hoard at all.
Marks the Spot
At the referee s discretion (or on a roll of 1 on
1d6), all or part of a hoard may actually consist
of a map or other artefact describing the location
of the treasure. The directions can be as clear or
as obscure as appropriate.
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RT
7: SECRETS
Magic Armour
Unless otherwise determined, all magic armour
includes an appropriate helmet which must be
worn together with the armour to get the magical
modifier. Magic armour fits whosoever tries to
wear it.
Each +1 improves the wearer s AC by 1. Cursed
armour has the opposite effect; a suit of mail
would only provide AC7.
Magic Weapons
Other magicai weapons also exist. In terms of
attack and damage bonus (or penalty) they act
exactly like magic swords, however, they
generally do not glow. Magical melee weapons
that can be thrown add their modifiers to ranged
attacks as well as hand-to-hand.
l l
Item
1 -1 Weapon (any exceptswo rd)
l l Item
1
Armour (any)
2 -1 Shield
3
Leather
4
5
Plate
l l Item
6 +1 Shieid
7 +2 Mail
8 +2 Plate
9 +2 Shield
10 +3 Plate
2
Arrows, Quarrels or SlingStones (xt 0)
3
Bow (any)
4
Crossbow (any)
5
Dagger vs.
Human
oids, +2 vs. Kobolds
6
Dagger vs.
Humanoid
s, +3 vs. Ores
7 Axe (any), +2 vs. Go
blin
oids
8
Spear, +2 vs. Reptiles
9 Weapon (any except swo rd)
Magic
Swords
Magic swords are the most common type of
magical weapon to be found, and many are
valued family heirlooms passed down through
the generations. Most magical swords are
normal, though unusually finely crafted, one
handed swords; at the referee s discretion an
occasionai short sword or great sword may be
found instead.
Magic swords generally shed light when drawn,
roughly equivalent to the illumination from a
torch. A flaming sword only gains its powers
when wreathed in magical fire upon command,
although the blaze will not harm the wielder .
Each provides a bonus to both attack and
damage rolls. A cursed sword subtracts from
attack and damage rolls. Some swords provide
better bonuses against certain types of
creatures.
l l Item
1 Sword
2 -1 Sword
3
Sword
4 +1 Sword, Locate Object (once per day)
5
Sword, +2 vs. Summoned Creatures
6
Sword, +2 vs. Lycanthropes
7
Sword, Flaming, +2 vs Trolls/Undead
8
Sword, +3 vs. Dragons
9 +2 Sword
10 +3 Sword
10 +2 Weapon (any except
swo
rd)
Magic Rods, Staves and Wands
Magic rods are sceptre-like devices that have
unique magical powers and do not usually hold
charges. Anyone can use a rod.They range from
3 to 4 long, and may be delicate, or they can be
robust enough to use as a club or even a mace.
A staff is a iong shaft of wood or other material
that holds specific powers. A magic staff is
similar to a quarterstaff in stoutness, and can be
so used.
A wand is a thin baton that contains a singie
magic spell that can only be cast on command
by a magic-user. Some wands have a limited
number of charges; 100 when created, but
usually less when found. A typical wand is 6 to
12 long.
l l Item
1 Rod of Cancellation
2 Staff of Clouting
3 Staff of Constriction
4 Staff of Healing
5 Wand of Coid
6 Wand of Detect Magic
7 Wand of Fear
8 Wand of Fire Balls
9 Wand of Hold Monster
10 Wand of Locate Object
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Activating a scroll requires reading the spell from
the scroll. A spell successfully act ivated from a
scroll works exactly like a spell prepared and
cast the normal way. The scroll spell s caster
level is the level of the character that scribed the
scroll. The writing disappears from the scroll
when the spell is activated .
Cursed Scrolls:
These scrolls are activated as
soon as they are opened, immediately affecting
the holder. The curse could be anything the
referee desires and deems appropriate. Possible
examples could be changing the victim into an
animal ; rendering him deaf, dumb and blind;
summoning a monster to attack him ; and so on.
Magic Spell Scrolls:
These are typical scrol ls
that can be created by any magic-user, including
characters. Some scrolls contain more than one
spell, in which case only the spell read will
disappear.
Potion Ring and Wand Spell Scrolls:
Some of
the effects generated by these items can be
replicated by scrolls, even though m ag ic- use r
characters cannot normally cast such spells
th emselves. It is up to the referee to dec id e how
such scrolls are created.
Protection Scrolls:
T he se spells w or k ju st like
the
Protection from vil
spell. They protect
against a particular group, undead or
Iycanthropes, or m ag ic itself - in the lat te r case
preventing all magic, whether malicious or
benign, from affecting the reader.
PART 7: SECRETS
Ring of Contradiction:
Unless a
Remove urse
is cast upon it, this cursed ring cannot be
removed, nor will the w earer voluntari ly do so. It
makes the wearer unreasonably contrary, doing
the opposite of that which is asked or expected.
Ring of Fire Resistance:
This ring continually
protects the wear er from damage from normal
fire. The w ea re r s av es at +2 a gai nst any form of
magical fire , including breath we ap on s, and
subtracts 1 point from every damage die rolled.
Ring of Invisibility:
By activat ing this ring, the
wearer can benefit from
Invisibility
as the spell.
Ring of Plant Control:
On co mma nd , this ring
affects any plant exactly like a
harm Person
spell as long as the wearer concentrates.
Ring of Protection:
This ring offers continual
magical protection equivalent to AC2 , and a +1
bonus on all saving throws. It does not stack with
normal or magical armour.
Ring of Regeneration:
T hi s ring con tinua lly
allows a living w ea re r to heal 1 p oi nt of d am ag e
e ver y turn. W he th er the w ea re r lo se s a limb, an
organ, or is completely dismembered while
wearing this ring, he will eventually recover fully.
The only way to permanently harm the character
is through fire or acid, although such can still be
healed through other magic or rest.
Ring of Water Walking:
This ring allows the
w earer to tread on any w ater surface as if it were
firm ground. The subject can walk, run, or
o th er wise move across the surf ace as if it were
normal ground .
Magic Scrolls
A scroll is a spell or collection of spells that has
been stored in written form. A spell on a scroll
can be used only once. The writing vanishes
from the scrol l when the spell is act ivated. Using
a scroll is basical ly like casting a spell. A scroll is
a heavy sheet of fine vellum or high-quality
paper.
Activation:
Most scrolls are simply magic spells
transferred to vel lum or the like by a magic-user.
To activate a scroll, a ma gic- use r must read the
spell written on it. Doing so involves several
step s and con ditions . Deciphering a scroll to
determine its contents does not activate its
magic unless it is a specially prepared cursed
scroll.
1d1
1
2
3
4
5
6
7
8
9
Scroll
Cursed
Protection from Lycanthropes
Protection from Magic
Protection from Undead
Any 1 Magic Spell
Any 2 Magic Spells
Any 3 Magic Spells
Any Potion Spell not Delusion or
Poison)
Any Ring Spell not Regeneration)
Any Wand Spell
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RT
7: SECRETS
Broom
of
Flying: Upon uttering the command
word, this broom is able to fly its rider through the
air at a move of 120, or 90 if an extra person is
carried. It comes to its owner from as far away
as 240 feet (indoors) or yards (outdoors) when
the command word is spoken. This command
word is usually written or engraved somewhere
on the broom itself.
Circlet
of
Alignment: This cursed circlet will
change the alignment of its wearer to its polar
opposite; a chaotic evil character becomes
lawful good, a lawful evil character becomes
chaotic good, and so on. Neutral characters will
become narcissistic to the extreme, interested in
only their own welfare to the exclusion of
everything else. A wearer of this circlet will never
willingly remove it unless a Dispel urse is cast.
It can be worn with a helmet.
Circlet
of
Telepathy: The wearer can read the
thoughts of any creature within 90 at will.
Furthermore, it can implant a suggestion the
victim must follow if it is less intelligent that the
wearer. Victims save at ; or at -1 if they are
characters with a class. The circlet can be worn
with a helmet.
Crystal Bal l: A magic-user can use this device
to see over virtually any distance , although the
vision loses clarity the further away the scene is.
The more familiar the place, the clearer the
vision is. It is not possible to cast spells through
a crystal ball, and using it for a long period will
require the magic-user to rest for a full day. Using
a crystal ball more than 3 times in one day is a
sure route to madness.
Elfin Cloak and Boots: This cloak of neutral
grey cloth is indistinguishable from an ordinary
cloak. However, when worn with the hood drawn
up around the head, the wearer can only be seen
on a roll of 6 on 1d6 or through the use of magic.
The soft boots enable the wearer to move
completely quietly in any surroundings. Both
cloak and boots are usable by any character.
Gauntlets of Ogre Power: These gauntlets
grant the wearer great strength, allowing a 1d10
damage roll on a successful attack with a
weapon. Even bare-handed, a blow from these
gauntlets will cause 1d6 damage. The wearer
can carry up to 100 pounds in his or her hands
without affecting encumbrance. Both gauntlets
must be worn for the magic to work.
Medallion
of
Thoughts: This pendant hung
from a neck chain allows the wearer to read the
thoughts of others, as with the spell Read
Thoughts However , it will fail to function
correctly on a roll of 1 on 1d6.
Rope of Climbing: A 50 long rope of climbing
is slim, light and pliant, but it is strong enough to
support 1,000 pounds. Upon command, the rope
snakes forward, upward, downward, or in any
other direction, attaching itself securely
wherever its owner desires. It takes up less than
a fifth of the space a normal rope would.
Identifying Magic Items
Magical powers are not always, or even often,
easily recognised. Detect Magic only detects the
presence of magic, not its nature.
Experimentation is often the only way to be sure.
Retainers who are used as subjects of
experimentation, unwitting or no, will not be
pleased with their treatment
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PART 7: SECRETS
EXPERIENCE
As characters gain experience by overcoming
monsters and acquiring treasure, they are
awarded experience points (XP) by the referee.
XP may be awarded when the referee sees fit,
usually at the end of an adventure or when the
characters return to a safe base. After XP is
divided amongst the party members, those with
a high (or low) prime requisite ability can apply
their XP modifier.
Once they have accumulated enough XP, as
shown under the class descriptions above,
characters will rise to the next level. They can roll
another hit die, and add the score to their total
hp. Clerics and magic-users will gain new spells,
and thieves will improve in their skills.
The referee should adjust XP gained based on
the characters' contribution and the difficulty of
the adventure. Player characters who cower
behind their hirelings in combat should not
receive full XP for that encounter.
54
Characters should never be allowed to skip
levels by gaining enough XP in a single level to
rise two or more levels. If this happens, he is only
awarded enough XP to gain 1 level and leave
him short of the next level by 1 point. For
example, a 1st level thief can at most increase
his XP total to 1,200; enough to reach 2nd level
but 1 point below the threshold for 3rd level.
XP fo r Monsters
Characters are also awarded XP for defeating
monsters, whether through force or guile, death
or subdual. Monsters that return during the
course of the adventure are not vanquished
Monster XP are usually divided equally amongst
the party, unless the referee decides that an
individual character contributed more than his
share . The XP value for each monster is
calculated according to the following table.
XP
fo r Monsters
Table
HO Base
Bonus
HO Base
Bonus
1 5 5
6+
350 300
1+
10 5 7 450 400
2 15 5
7+
525 475
2+
20 5 8 650 550
3 35 15
8+
750 625
3+
50 25
9-10
900 700
4 75 50 11-12 1,100 800
4+
125 75
13-14 1,350
950
5 175 125
15-16 1,650
1,150
5+
225 175
17-20 2,000 1,500
6 275 225
21 up 2,500 2,000
HO: HO applies to all creatures up to this HO.
Base XP: All monsters have a base XP value
derived from their hit dice; monsters with HO
such as 2+1 would use the 2+ row, for
example.
Bonus
XP: In addition , some monsters have
special abilities which make them more
dangerous than their HO would suggest. Special
abilities include the use of missile weapons, fire
breathing , spells casting, etc. If a monster is
noted as having special abilities (indicated by an
asterisk after their HO in the Monster Chapter,
such as H
*),
the base and bonus XP values
are added together to find the monster's total XP.
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CHARACTER: PLAYER: REFEREE:
RACE: CLASS: LEVEL:
ARMOUR CLASS HIT POINTS CHARACTER SKETCH
ABILITY SCORE ADJUSTMENT SAVE VS. THROW
STRENGTH BREATH WEAPON
INTELLIGENCE MAGIC WAND
WISDOM GAZE
CONSTITUTION RAY OR POISON
DEXTERITY SPELL OR STAFF
CHARISMA
ATTACK ROLL:
ARMOUR CLASS: 9 8 7 6 5 4 3 2 1 0 -1 -2
RACIAL TRAITS: CLASS TALENTS:
EQUIPMENT: MAGIC ITEMS:
EXPERIENCE: WEALTH:
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